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I'd like to put together a simple FPS for experimentation. I've already created a renderer so I can load models with textures, animations. I already have a free-fly style camera. The important thing is that I want to do this without a game engine like Unity or UE4. I'd like to learn it inside out...

The features I'd like it to have are:

1) enemies with animations

2) simple AI for enemies (basically find the player and cause damage)

3) some simple static single-floor level representation: the goal here is to make sure that the AI can react to obstacles and the player can't move around freely (think noclip disabled )
4) some simple weapon animation

5) ability to shoot the enemies who can die

6) get points for killing enemies, game is over when the player dies

7) simple high-score system so there's some 'goal'

I already have some ideas for these features.

1) I can already do skeletal animation, though I've yet to grab some assets (zombie or soldier would be great...) with animations

2) The enemies could move around using a simple A* algorithm (when they can see the player), else they wander around randomly...

3) I don't really know how to do the level representation. So the goal would be to be able to bump into things, so that requires a physics engine, or how is this usually done?

4) again skeletal animation, reacting to the player's input

5) I think this would be some simple ray tracing (where a bullet would be a ray, the enemies would be represented by collision spheres, boxes etc.) I think I can already do this

6) 7) these are really simple imo, the GUI would be berkelium-based, so I think I can do that.

so I'm not really sure about 2, 3, any pointers on those? (or the rest if I'm wrong...)

I could implement it, but I'm facing severe self-occlusion issues when using per-pixel normals from the g-buffer (with normal maps).
There's no issue when I'm using the reconstructed normals from the depth buffer.

I extended my font rendering lib so that you can color your characters any way you want them, in any size, highlight each character separately, add underlining, overlining, strikethrough, draw them at any location with correct line heights, gaps, and kerning (some of this is based on freetype-gl: https://github.com/rougier/freetype-gl).
All of this in one draw call, one vao, one texture, one shader, everything instanced, SUPER FAST
Licence is MIT, download here, feel free to use: https://github.com/Yours3lf/instanced_font_rendering